Game Development: Bagpipe Brawl

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bagpipe Brawl

Postby DeadlyPencil » Tue Jun 21, 2016 3:55 pm

Gonna keep posting my ideas because i still think they are good:

-Go with cards instead of defence bars but increase to 10 slots
-Def Cards block all attacks but only 100% against their color, 50% against close colors and 25% against oppposite (eg. green vs blue are opposites)
-Max number of def cards you can have active (2?). Eg Doing a 3rd defence would override 1st defence
-cards with multiple color defences would be nerfed slightly to be 75-90% effective against their colors instead of 100% (shields up, parry, yield ground), you would balance it so that no character can be 100% protected from all attacks with 2? defences up

-Your defence cards would be hidden from your opponent until damaged, then they would be revealed, or slowly fade if they were shattered

-keep current penetration changes for melee and unarmed
-keep current archery changes but increase aim speed

-make so attacks are shown somehow, either legacy type graphics, or show the attack card and slowly fade it

-maybe add a newbie defence that is 25% effective against all colors and if it is in your combat bar, it would trigger automatically when your attacked (not when you attack though, and not if a 2nd person attacks you)
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Re: Game Development: Bagpipe Brawl

Postby Lunarius_Haberdash » Tue Jun 21, 2016 5:38 pm

AbsK wrote:I appreciate archery was OP for pvp, but now it's taking forever to hunt a boar, not to mention that there's now no chance i can one shot a deer anymore. To counteract this please make animals run slower once hurt, as this would make hunting with a bow a little easier as now it is much more difficult. Also it makes sense that injured animals run slower.


And leave a blood trail that can be followed with tracking! \o.o/

Kaios wrote: The combat is not fun, I don't think it's fun for anyone. It's the act itself that is actually enjoyable for most people, at least in my opinion.


I actually quite enjoyed combat prior to this update, I don't know if I will after it.
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Re: Game Development: Bagpipe Brawl

Postby Hasta » Tue Jun 21, 2016 5:42 pm

Lunarius_Haberdash wrote:trail that can be followed with tracking! \o.o/


"Scent of Animal Blood". Do want!
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Re: Game Development: Bagpipe Brawl

Postby Kaios » Tue Jun 21, 2016 5:52 pm

Lunarius_Haberdash wrote:I actually quite enjoyed combat prior to this update, I don't know if I will after it.


I enjoyed the simplicity of it and I think being in combat with the current system was much more enjoyable too because you aren't totally focused on scrutinizing your def/attack bars and their def/attack bars and what your IP is at and what their IP is at and their defenses and yours versus their attack and then add in multiple fighters to be worried about. The less to look at the better is my perspective.
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Re: Game Development: Bagpipe Brawl

Postby Defender » Tue Jun 21, 2016 6:29 pm

droped
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Re: Game Development: Bagpipe Brawl

Postby Enjoyment » Tue Jun 21, 2016 6:48 pm

Kaios wrote: The less to look at the better is my perspective.

This is where the main problem lies.
The games called "Idlers" getting more popular nowadays. People like to "play" games that plays itself on it own. You may take action, but you not have to. That's 'cause most of Earth' population is getting dumbier every day. But that's not Haven.
Also, there are some games with "indirect-control" systems, when you just have to make some orders and wait for your peons to do them. And that's not Haven.
And also, we have some classic MMORPGs, when you should control every step made by your chars. . And that's not Haven too.
There is always some leaderboard in those games to praise those swift guys, who wants to be "The first in ..." But still, not Haven.
Why?
Cause in Haven you WILL die if you're not succseed in lp/h-race from day1. The only reason why newbie, joined on second week of the fresh world can be alive for another week - is when his nearest big faction have already lost to another big faction (or winned and get booored and quit the game).
The problem with Haven is big timings. You should play like a month as hermit to make your own grapeyard (yeap, you can have it on day 2, but Im talking of newbie, who develop his base in supposed pace), but it is pointless, if you didn't start on day 1, cause you can buy very cheap (or even be gifted with) q30 grapes from your neighbours. You can spend your time to harvest wax and make mineholes to l3 to find better q metal for instruments, but why do so? just find 2 bluebells and barter it for q125 pickaxe. And so on.
But when u know it - u start to think - do I have to spend my time and take participation in this q grind race? Why should I do so? I can wait for a week and buy all the near-top q stuff I need just for one day.

I should stop on this point. Yeap there is no some Point, but sad thoughts from my had. I don't have solution for this issues. I just feel this whole alt-bot-exloing-ASAP-race is not the playstyle supposed to be, but I don't know how to fix it. The only thing that comes into my mind - H&H need cruel and mercyless community reset. So maybe Steam? Dunno.
English is neither my native lang, nor my best side...
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Re: Game Development: Bagpipe Brawl

Postby smileyguy4you » Tue Jun 21, 2016 7:11 pm

archery nerf for pvp was necessary for sure, but this seems to be over the top nerf...bows are near useless now, hunting especially. Wouldn't just the armor penetration change been enough to prevent one shotting in pvp? solo hunting with bow on foot is impossible now with the distance requirement for shooting. armor pen, dmg, and aim speed dropped....comon...too much influence by qqing pvpers who pushed for an over the top nerf to archery, again it was needed, but this is way too much.
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Re: Game Development: Bagpipe Brawl

Postby Ysh » Tue Jun 21, 2016 7:14 pm

smileyguy4you wrote:archery nerf for pvp was necessary for sure, but this seems to be over the top nerf...bows are near useless now, hunting especially. Wouldn't just the armor penetration change been enough to prevent one shotting in pvp? armor pen, dmg, and aim speed dropped....comon...too much influence by qqing pvpers who pushed for an over the top nerf to archery, again it was needed, but this is way too much.

I think it is easy for developer to nerf archery very hard. This will made people not do this archery. This will made people do close combat, which is fresh rework. Now they can gather data on how balance of close combat is in actual game setting. After this is satisfied, archery can be buffed back to balance state. It is more easy for seeing close combat balancing if archery is not as big of impact.
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Re: Game Development: Bagpipe Brawl

Postby smileyguy4you » Tue Jun 21, 2016 7:16 pm

Ysh wrote:
smileyguy4you wrote:archery nerf for pvp was necessary for sure, but this seems to be over the top nerf...bows are near useless now, hunting especially. Wouldn't just the armor penetration change been enough to prevent one shotting in pvp? armor pen, dmg, and aim speed dropped....comon...too much influence by qqing pvpers who pushed for an over the top nerf to archery, again it was needed, but this is way too much.

I think it is easy for developer to nerf archery very hard. This will made people not do this archery. This will made people do close combat, which is fresh rework. Now they can gather data on how balance of close combat is in actual game setting. After this is satisfied, archery can be buffed back to balance state. It is more easy for seeing close combat balancing if archery is not as big of impact.


then it should have been implemented on the combat test server first
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Re: Game Development: Bagpipe Brawl

Postby Ysh » Tue Jun 21, 2016 7:18 pm

smileyguy4you wrote:
Ysh wrote:
smileyguy4you wrote:archery nerf for pvp was necessary for sure, but this seems to be over the top nerf...bows are near useless now, hunting especially. Wouldn't just the armor penetration change been enough to prevent one shotting in pvp? armor pen, dmg, and aim speed dropped....comon...too much influence by qqing pvpers who pushed for an over the top nerf to archery, again it was needed, but this is way too much.

I think it is easy for developer to nerf archery very hard. This will made people not do this archery. This will made people do close combat, which is fresh rework. Now they can gather data on how balance of close combat is in actual game setting. After this is satisfied, archery can be buffed back to balance state. It is more easy for seeing close combat balancing if archery is not as big of impact.


then it should have been implemented on the combat test server first

I do not know exact what is ''it'' refers to in sentence. But I will say that combat test server is useful, but it is still not perfect substituting to how things will work in live server. Test server has limitation.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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